Cellular Noise

Cell-like 3D noise (Worley) as a scalar field, built from the distances to randomly placed cell centres.

Inputs

Random seed Number

Picks the noise pattern; the same seed always gives the same field.

Frequency Number

Feature density: positions are multiplied by this, so a higher value gives smaller, closer features.

Jitter Number

Randomness of the cell centres: 0 lines them up on a regular grid, 1 scatters them fully.

Distance Choice

How distance to a cell centre is measured: straight-line (Euclidean), axis steps (Manhattan), or Natural, the Manhattan distance plus the squared straight-line distance.

Return type Choice

What the field reports: the distance to the nearest centre (Distance) or the second nearest, their sum, difference, product or ratio, or a random value per cell (Cell ID).

Output

Number

Used by: any block that takes Number (95 blocks)

Properties

Values the block gives besides its output. The editor lists them under Properties, and an input can read one by reference.

Solid Solid

The field read as a Solid whose surface is where the field is zero.

BoundingBox Bounding Box

The box the field is evaluated in.

Negative Number

The field with its sign flipped (−f), which swaps inside and outside.

Redistanced Number

The field divided by its gradient length (f/|∇f|) so it reads close to a true distance; the zero set does not move.

What implicit modeling is

Clever Design GmbH · Einsiedeln, SwitzerlandPrivacy · Imprint